My work sits at the intersection of games, immersive technology, and human factors — from EEG-based player state estimation to crowdsourced playtesting pipelines.
Interaction design and user experience research within fully virtual environments.
Understanding player experience, workload, and affective response through playtesting and physiological data.
Prototyping single- and multi-modal interactions for MR games using headsets like the Microsoft HoloLens 2.
Applied AR experiences and learning applications, including collaborations with external partners.
Using EEG to assess players' affective states and cognitive workload across different gaming platforms.
AI techniques applied to game systems and design, including approaches for player behavior modeling.
Social serious games and gamification methods to encourage safer, more sustainable driving behavior, developed under the EU-FP7 TEAM project.
Game logic layered onto real driving tasks to improve performance without requiring active player attention.
On-road and simulator field testing of serious-game-based driver training tools across multiple EU sites.
Multimodal (speech + vision) interaction system built on the NAO Torso Humanoid robot for the M.S. dissertation.
Five game typologies designed to give drivers immediate, real-time feedback on driving performance.
Gamified flexible transportation service concepts to improve on-demand public transport systems.